Wednesday, 12 May 2010

Arm rig

Joints for the arm were created in the same way as the other previous joints.
An IK was added in the same way as the foot and a hand controller was also created.
The shoulder rig was slightly more complicated as clavicle joints had to be inserted and if they weren't perfectly alligned they wouldn't work properly.




Spine

The spine joints were created in the same way as the leg ones.
IK tags were also added to the spine base and neck base.
Control handles were then added to enable minipulation of the spine.
Null objects were placed on all the joints of the spine then i created controllers for main, hips, mid, neck and head.


Leg rig

These are screenshots of my model in the first stages of rigging.
The legs were the first thing to be rigged, this was done by going to character, joint set up, hold control and click where you want the joints to be placed.
I then labelled the joints and right clicked on my first one to add an Ik which is under character tags. In the attribute manager i dragged the angle joint in to the empty field then added a goal and a pole.
I then had to make the foot controller and set up the Nulls which are used to built a consatraint system for the foot roll.



3D character

Here are some screenshots of my character during the modelling process.
They show how the model started from a cube at the foot and extruded up and out in all directions to create the shape of my character.
There is also a shot of how the model looks with the Hyper Nurbs on which is basically a smoothing tool.


These screenshots show my model after it has been welded together using the mirror tool then the welding tool to connect all the main points.


Character sheets



After colouring up Squiggle in Adobe Illustrator i transferred the documents to Photoshop to create my character sheets.
The first sheets contains his name and back story, this text was also created using Adobe Illustrator. It also contains the images of Squiggle from the three main views, front, side and top.
The second sheet contains his main facial expressions these are, happy, sad, angry, scared, shocked and cheeky. It also contains the banana's with the Pantone colours used written next to them.
The background texture is one i found on the internet then edited in Photoshop to change the colour and tone.

Squiggle colour



I coloured Squiggle using the programme Adobe Illustrator.
Firstly i done the outlines using the pen tool and edited the thickness.
I then used the live paint option to colour inside.
I also drew Squiggle's facial expressions which are all shown by his eyes.
The banana's are used to show all the colours i used when colouring up Squiggle.

Monday, 3 May 2010

New York

This city is actually amazing!
After a very long flight and eventually ariving at the hotel after a crazy coach ride we headed off to explore times square at stupid o'clock in the morning.
We spent a couple of hours exploring and taking photo's of buildings and all the lights that we found mint then stopped off for the biggest slice of pizza ever on the way back to the hotel.

On tuesday we set off on our trip to Hornet Inc, which took us several hours of walking around in the rain to find.
When we arrived at the studio we were shown some of their work which mainly consisted of British adverts which we recognised. We were aso given a talk about their work and other projects they have taken part in and were shown some of the toys they have produced.

MoMA
The Tim Burton exhibition was very enjoyable it showed a chronology of all the work he had ever done, like old drawings and props.

Squiggle




I decided to do a ninja monkey for my 3D character design as monkeys tend to be quite tall and slim.
I tried to keep my design quite simple as i have never done 3D modelling using Cinema 4D.

3d animations

Our current project involves designing our own long and lean character which will then be built in 3d using the programme Cinema 4D.
Here are some 3d character based animations.